Creating and Rendering Convolution Surfaces

Creating and Rendering Convolution Surfaces
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DOI:
10.1111/1467-8659.00232
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发表时间:
1998-06
影响因子:
2.5
通讯作者:
J. Mccormack;A. Sherstyuk
J. Mccormack;A. Sherstyuk
中科院分区:
计算机科学4区
文献类型:
--
作者:
J. Mccormack;A. Sherstyuk

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隐曲面是由多维原语与一些潜在函数的卷积得到的,是流行的隐曲面模型:blobs, metball和soft object的推广。这些模型在选择势函数方面有所不同,但在使用底层建模原语(即点)方面是一致的。在本文中,描述了一种方法建模和渲染隐式表面建立在一个扩展的骨骼原语集:点,线段,多边形,弧和面。描述了卷积的解析解。与以前的方法相比,该解决方案提供了更准确和更健壮的隐式曲面表示。本文还概述了一种通过这些原语的任意组合的卷积形成的曲面的射线追踪算法。
Implicit surfaces obtained by convolution of multi‐dimensional primitives with some potential function, are a generalisation of popular implicit surface models: blobs, metaballs and soft objects. These models differ in their choice of potential function but agree upon the use of underlying modelling primitives, namely, points. In this paper a method is described for modelling and rendering implicit surfaces built upon an expanded set of skeletal primitives: points, line segments, polygons, arcs and planes. An analytical solution to the convolution is described. This solution offers a more accurate and robust representation of the resultant implicit surface than previous methods. An algorithm for ray‐tracing the surfaces formed through convolution of any combination of these primitives is also outlined.